Coh3: Setting early 50s. Fictional scenario where western troops fight against a soviet invasion. In that way you could keep the coh spirit, yet you could include new units, like IS3, M48 Patton tanks, automatic weapons for the mainline Infantry. Offmap support by mig 15 & F86.
You could include German units as the battlefield would be over Germany, France & Poland. Those battle hardened WW2 veterans are still alive after all.
Red Alert's spiritual successor
But they might be weary of doing that due to the shitstorm from painting the Russian army in a bad light in the CoH2 campaign...
They would likely have to create a campaign for both Western and Russian forces such that the people with a hard-on for Stalin won't brigade against Relic on the internet.
But the original Red Alert had this, so... Not a bad idea. Go for it, Relic! |
Keep in mind the data they present us could very well be made up, we don't know. Secondly, I agree with you that the underlying problems are not specified. This is a problem with surveys, they simply cannot cover all bases. The issue of why is best laid out here, as I think people are trying to do so don't fault the survey too much.
I know that the graph of the survey is an example. I do however have an idea of how the real data looks. And it shows that as team size gets larger (2v2,3v3,4v4) Axis win chance increases. And as I said, I believe this is due mostly to late game problems which are pronounced in team games (but certainly still relevant in 1v1). |
The questions they ask about graph at the end doesn't get to the core of the problem:
Every game mode, not only 2v2, but also 3v3 and 4v4 show balance being skewed towards Axis, and that this is increasing in team size (e.g. Axis is heavily favored in 3v3 and 4v4).
Team games tend to be longer, which illustrates the main problem: late game balance.
The main problem in the late game is that Axis heavy tanks are more cost effective and simply easier to use than Allied tanks.
Also, the counters for heavy tanks are very expensive and harder to use. E.g. AT guns tend to bleed man power, a lot. Allied tank destroyers are frail and cannot chase a low health heavy tank.
In an engagement an Axis player is much more likely to back out a damaged heavy tank alive, whereas Allied players will likely lose at least one tank in the same fight. The heavy tank can then be repaired to full and keeps veterancy.
So even if 1v1, 2v2 games seem somewhat balanced by just looking at win rates, the game skews heavily towards Axis in the late game, in any game mode.
If Relic wanted to look into this they should just plot faction win percent by game duration. I am certain that statistic won't be pretty. |
your opponent can still field a 100/100 infantry based army that will be able to fight till VPs reach 0.
Having pop cap tied to map control was easily one of the worst ideas in CoH, and I'm glad they removed it from CoH2. It was simply insanely frustrating to have resources left but be unable to use them. If you were cut off you were likely to be behind on VPs and resources too. It's simply not needed.
Now, comebacks are likely also easier in CoH2 because resource income is also tied less to map control, but whether it's a big problem, I'm not sure. Additionally, the veterancy system also works to punish comebacks. |
Hi Quinn!
Just going to take this opportunity to again ask that devs post responses to cards on the issue tracker saying that those issues are being looked at. I think it would go a long way!
I guess the reason why they won't comment on specific issues is that it might be taken as a promise that they will fix it. I guess experience shows that making promises can end up bad for game developers. |
Someone got a ballpark estimate of how better the performance is? |
I agree with lemon again. If you lose your Schwerer HQ before your panther comes out you will probably lose the game. Just because it's "easy" doesn't mean it isn't risky.
I do think the gun is too strong though. It shouldn't target aircraft and it shouldn't be so good against tanks. Alternatively it should be an optional munitions upgrade. It also needs its range indicator fixed.
It's ridiculous how you can't even take on the HQ with a Sherman! |
I hate the pop caps at the current level. I am not quite sure what purpose it serves. I think it screws with long games where players are successful at unit preservation.
It might force you to trade your units, but if you have a lot of units you're getting punished by manpower upkeep anyway.
Of course it might also be there to prevent the game from being too hard on people's systems, but one extra tank would hardly break that... |
youtube vid
In before "flank noob" |
The problem with these statistics is that you do not know the skill level of the different top 200 faction groups.
For example, if it is considerably harder to play faction X (requiring higher skill/effort), the players in top 200 of faction X could still have the same win percentage as top 200 players of faction Y.
Another problem: These stats does not reveal whether individual units or stages of the game (early/late) are balanced. The win percentages might be equal, but it might surely still be a problem if faction X wins 100% of games shorter than 20 minutes but faction Y wins games longer than 20 minutes.
The more obvious difference in win percentage that can be seen from 3v3 and 4v4 actually reveals that the above might be the case, as large team matches often end in the late game. If a 1v1 match goes to the late game, it might suffer from the exact same balance problems most often seen in 3v3 and 4v4.
These statistics does provide some insight, but one should be careful when interpreting them. Concluding that everything is fine based on these statistics is a stretch. In other words, well-argued balance suggestions still have merit. |